Review: Lost Vegas #2

If you’re ever looking down the business end of a mutant reindeer sturdily claiming the fact that, “I know science,” you might be, A.) peaking like a motherfucker, B.) mentally incognizant, or C.) reading Jim McCann and Janet Lee’s Image book, Lost Vegas.

In any event and regardless, you might want to get a check up from the neck up, since I’m not convinced whether this book is a royal flush, or should just be flushed. Most other reviewers I’ve read out there seem to be enamored with the series, and while I think it’s okay, I wouldn’t call it a sure bet.

In issue two, we are still following Roland, obsessive gambler, prisoner and one of the last humans in the galaxy, following the events of a thus far only whispered about crisis called the Post-God War, which ripped their outpost, Janus, off the map.

Trapped aboard the roaming space cruise ship, Lost Vegas, Roland must serve as one of the members of staff to pay off his debts and finally go free. Not wanting to wait another five years for this to happen, Roland has officially put his escape plan into play, and in this issue, begins to use guile and guise to cheat/win back his money from the house, with the aid of a select group of variously talented friends.

It’s all futuristic fun and holographic games until he accidentally runs into The Lady Kaylex, Lost Vegas’ resident Celine Dion, who is forced to perform night after night as the star attraction. It is during this hormonal exchange when our “hero” meets up with the previously mentioned science reindeer, Atho. Despite my misgivings, which I’ll discuss later, I actually really liked the dialogue here, and I kind of wish it was applied throughout the story.  Anyway, escaping after he learns some disconcerting news about Kaylex’s parentage, Roland and his colleague Loria set about their covert and complexly articulated winning spree.

Just when you think they’re out of hot water, however, the two Janus survivors get roped back into a game of species comeuppance. As the alien responsible for the deaths of their shared people “just happens” to come aboard Lost Vegas, they trade in their chips of freedom for a dish of cold, hard vengeance. To. Be. Continued...

I think I’m the only one out there who isn’t wowed by either this story or its art. No offense to Lee, and while I am starting to warm further to its poppy style and bright color palette in the sort of Candy Land-like vein, I find most of the art to be, not necessarily “bad,” but surprisingly lackluster.

Just like last issue, there are only two pages that really shine: one which shows our hero saved from a literal pit of despair by his amoebic amigo, Ink; and the second, which shows the same smudge of a character at the center of a colorful roulette wheel of happenstance, in admittedly a very clever and impacting layout.

Beyond these examples, however, I find the overall style to be somewhat flat and static, except perhaps when the lizard-like Bisa makes his return or any scene with a heavy involvement of Ink. There’s often not enough depth for me - even allowing the pop elements I spoke of earlier - and the action and figures just seem wooden or papery.

The pace here plays a lot faster than its first issue, which makes sense as it’s usually the case, but it also hits a bottleneck for me near the end, trying to get a few too many concepts out of the gate at once. The dialogue also shows some improvement, though many interactions still feel stilted.

Plot-wise, there is some great promise with all of the political underpinnings bubbling up to the surface, but that’s where they remain, with a so-far shallow depth, to equal the lack of backgrounds or rich, densely populated environs.

Given the team attached, I know this is bound to become an indie darling, and that a lot of folks will disagree with me, but so far Lost Vegas is, if not completely devoid of its entertainment, then certainly a bit underwhelming.

Score: 3/5

Writer: Jim McCann

Artist: Janet Lee

Publisher: Image Comics

Price: $2.99

Release Date: 4/24/13

Dual Review – TMNT #21

The turtles are always a hot property, but 2013 is looking to be a big year for the franchise. What with the big storylines in the comic, multiple toy lines and a cartoon show that Nickelodeon had to bet the farm on and quickly became one of their top shows. That means that there is plenty of interest at Comic Bastards to review the comic and this issue in particular… why? Because Kevin Eastman returned to art duties that’s why! Let’s get to it.

Samantha - Buy

There are some kick ass covers for this issue of TMNT. The art by Kevin Eastman was fantastic. I don’t ever mind going to the comic store with my extra unused laundry money and counting out the quarters to buy this comic. I think I have even re-worn my clothes picking out some shirts saying “oh this isn’t that dirty” in order to purchase it. Shameless and yes I am pretty broke. Although the big reveal doesn’t happen until the last page of this issue, it was still a worthy issue to pick up. And believe me the reveal involving Shredder and Dr. Miller will not disappoint. The whole issue revolves around the Turtles running into an ICP satyr ninja (he really isn’t a goat but appears to have goat legs). The ninja challenges the Turtles to a full on battle across all of New York. Even though the Turtles get the crap beaten out of them there were lots of sweet ass fight scenes. I think it is difficult to make action feel real with pictures, unless it is a flip book, which just inspired me to make a flip book. Sorry, it is the little stuff I get all giddy over.

They battle it out with making verbal jabs at each other as well. While fighting the ninja is trying to disrupt the Turtles by challenging them in their faith. We learn about how the Turtles react under pressure. For some reason when reading this comic you start to enjoy the ninja’s company but can’t put a shell on why. Well this ICP has a trick up his sleeve. It is hard not to tell you what happens but it made me go “awwww”. Probably not the response Kevin Eastman was looking for but it was sentimental for me. Ya know I can’t just end this review so heart felt so…suck it bitches if you don’t read this comic. Ok now I feel better.

Score: 5/5

Dustin – Buy

I’m giving this a soft “buy” mostly because it’s cool to see Eastman’s art colored with modern technology and I was left with an overall feeling of, “this is how the Turtles should look.” Sure I’ve seen his art recolored, but it’s different when it’s a brand new story. The story itself is all filler and really it’s pretty predictable. Any average Turtle fan or avid reader of the series will be able to figure it out, but the journey to get to the ending is worth it.

This issue is kind of bittersweet. On one hand it reminded me of the Turtles of my youth, but with the same hand reminded me that those Turtles are gone and continue to change and be reimagined. It makes me long for the days that Eastman and Laird had sole ownership over the characters or at the very least sold them to someone other than a faceless organization. It was a good stroll down memory lane, but other than the last few pages, it really didn’t do anything to move the plot forward on the overall series.

Story: Kevin Eastman

Script: Tom Waltz

Artist: Kevin Eastman

Colorist: Ronda Pattison

Publisher: IDW Publishing

Price: $3.99

Release Date: 4/24/13

Review: Witch Doctor Malpractice #6

Dr. Morrow wraps up his latest house call that included getting a magical venereal disease and coming head to head with witches and other nasty monsters.  Penny got captured, the Doctor made some deals that may be costly later on, and the jokes rolled all along.

The last issue starts with Morrow getting blasted out a window, Penny going berserker on the witches, and Eric using the Surgeons to his advantage.

Nostrum and Morrow battle at the reservoir where the climax reaches an apex that is both startling and amazing.  You will never see this outcome coming, and that’ why I love the hell out of this comic book.

And, yes, while this does end this story arc, the last page leaves a tempting finish while keeping Morrow’s world wide open to all new adventures.

Lukas Ketner’s artwork has never fallen below great for this run.  I appreciate his attention to spooky detail and shadowing.  Most entertaining are the facial expressions on the characters that Ketner captures so well.  Even before reading the panel one will know what to expect due to Ketner’s talent.

I will say that the one fault of the entire run was that the story line seemed spread too thin over six issues.  This would have been a taut, fun adventure at four. 

Although this hasn’t been the best Witch Doctor storyline, it has been good fun.  If you missed the series, please get the trade paperback.

Only a matter of time remains before this series gets picked up for a television or movie deal.  And it deserves it. 

Score: 4/5

Writer: Brandon Seifert

Artist: Lukas Ketner

Publisher: Skybound and Image Comics

Price: $2.99

Release Date: 4/24/13

Review: TMNT #50 – Treasury Edition

This book caught my eye because of a few things: 1) I’m a huge Turtle fan and 2) it shows the building of the book with Eastman and Laird. It’s interesting how you can see the ideas come together and the changes that hit the final page even down to the shading of people. This issue is a spotlight on the City Wars Saga #1 with line drawings by Eastman and the ideas he has given.

The story background is that Casey is leaving for home after being rejected by April several times and April is heading to live with her sister in L.A. for a change of scenery. The Turtles are finding a new place to live in New York, but the most interesting part here is the rouge Foot agent that lives in his secret hideout under the bridge.  He is an elite Foot soldier who has broken away from the clan. The Foot tries to ambush this Elite member and get their asses handed to them. Amongst the entire heart break, moving and fighting you keep cutting back to Nathan and a bomb planted in an adult store. The timer is slowly ticking down. I don’t know who Nathan is I was just reading off the note made in the book. I’m assuming he is an old super hero or part of the fractured Foot Clan.

The issue is filled with notes and ideas amongst every page.  The other part in the back is the whole story arc lined out issue by issue.  The book starts out line drawing and concepts. To final drawings that end in the issue. I enjoyed it to see how a comic I love comes together and how artist and writer work.  This isn’t going to be a book for reading more for a fan and interest of how stories and art come together in the world of comics. They even show the shading and from a before image to the final image after the line drawing was taken to final design. The one thing is does well its shows the story without dialog and narration boxes. I have always admired a story that could be told just with pictures and this on does.

This is a rare and fun book to see how certain books are put together and how writer work to get there story across making it worth a purchase.

Review: The End Times of Bram and Ben #4

After the shocking ending of, "The End Times of Bram and Ben" #3, I was skeptical to see if writers James Asmus and Jim Festante could wrap up their four issue mini-series with a bang. They not only knock this issue out of the park but they were able to end this biblical satire with a positive message that makes you say, "Hmmm".

After Bram was decapitated, Ben is left alone with the antichrists begging them to bring Bram back from the dead. The antichrists inform Ben that they cannot bring back Bram, but they could however reunite the two of them. Little does Ben understand that all they mean by this is killing him as well. Now that Ben is in trouble, Bram comes back as a ghost! At first Bram has no idea that he has crossed over and is a ghost until his friends and Satan, inform him otherwise. No longer focused on being a ghost, Bram rounds up his pals to help him save Ben from the antichrists.

Before Bram is able to make it back to Ben, Josiah and a few of his angel buddies have come to crash the antichrist’s party by informing them that Ben is a ward of Heaven now and there's nothing that anyone can do to hurt him. Ben is unsure if he wants the protection of the angels after what they had done to people at "Burning Bram” but Josiah explains to him that they are just instruments of God's wrath. Since they are just doing the Lord's work you would think that they would fight against the antichrists and their goon squad, right? Wrong. Hold on tight because here comes a plot twist. Ben learns that Josiah hasn’t been entirely honest and that Heaven and Hell are both on the same team!

Rem Broo's art has been a lot of fun throughout the whole series. The art has had a very adult swim cartoon feel to it which was spot on for the story. Even though it delivers as a cartoon. Broo has done an outstanding job creating highly detailed panels and pages such as the epic battle that takes place towards the end of this issue (hope I'm not giving too much away!).

If you've read any of my past reviews then you know that I usually go into a lot more detail of each issue that I review. With the End Times of Bram and Ben #4 I made it my goal to hook you in by just recapping a few pages; as a matter of fact I only covered 7 pages of this epic 26 page conclusion. It's going to be sad to see this series end but I think you'll be pleasantly surprised with the incredibly tasteful ending that is clearly an opening for a follow up series.

Score: 5/5

Co- Created and Written by: James Asmus & Jim Festante

Co-Created and Penciled by: Rem Broo

Publisher: Image Comics

Price: $2.99

Release Date: 04/24/2013

Review: The High Ways #4

Well, this is it, the culmination of a series that has taken me on quite a roller-coaster ride since I first started it a few months back. John Byrne’s High Ways, published by IDW, started out much like space itself - devoid of anything in the way of an atmosphere or palpable, dramatic friction.

I thought it was destined to spiral off into nothingness, but somehow, it managed to kick itself up its own black hole and become something truly entertaining. Saying that, does High Ways #4 stick the landing for the series, or does it fall back into its old tricks and burn up on reentry?

As in the previous issues, we meet up once again with the crew of interstellar freighter ship, the Carol Anne. While Eddie “Sprout” Wallace, who was revealed to be a sleeper agent for some kind of space army, works behind the scenes to bring Dr. Simon Ketterly (a known mad scientist) to justice for “space crimes,” Captain Cagney and First Mate Jonesy are faced with indentured servitude after their capture, held at gunpoint by the apparently cybernetic thundercunt, Estelle.

After being sold out by Cagney to Ketterly, the two lament the fact that they have been duped into becoming unwilling drug runners of his still unnamed narcotic green jelly ... which should not be confused with the premier 90s band of the same name.

Meanwhile, Megan Bailey, supposed daughter of Cagney and previously known as “Sparkle Plenty,” could actually be called “Penis Plenty,” given how much of the stuff she seems to inhale across the universe. This time, the object of her affections is a junkie named Craig, whose friends want naught but their next fix. Not sure if that’s a step up or down for Megan from her previous liaisons with the leather-skinned cyborg called Murphy, but who am I to judge?

While all this is going on, a platoon of cops are hot on Ketterly’s trail, and are willing to go through anyone and anything to stop him with a brilliant plan that includes “shooting shit” with “lasers.” You can keep your Batmans, I want these guys doing my detective work! High Ways finally comes to a close with lots of action and a relatively feel good wrap-up, but I’m not sure I’d call the whole a successful combination of its parts.

The problem with High Ways #4 is that, while a lot happens on the surface, with zero-gravity fembot battles, a mid-space police chase and some recreational drug use, there doesn’t appear to be rhyme nor reason for any of it. In the previous issue, Ketterly told his captors that he desired the ginormous ship they’d come across, but all he did with it this time was send a covert team to sell it drugs, and command a handful of cyborgs to attack and possibly scuttle it, without any real justification or explanation for doing so.

I mean, you figure this guy is kind of just a galacdickbag, since he previously mentioned grand schemes for what he called “a galaxy ripe for the plucking,” but other than pushing pills and blowing shit up, it’s not clear what he’s up to, nor will it ever be, presumably, given what happens to him at the end, and since this is the last issue of High Ways. It does, however, wrap up the series as such, albeit with a rushed, rudderless direction.

Unfortunately, this whole thing seems like a jumble; big and beautifully drawn and colored though it may be, the artistic achievements don’t stop this book from tumbling off into empty space like detritus from a fractured space station. That’s a shame, really, given its mid-run turn-around, but overall, this series as a whole, while not being a disappointment, was much less than it could have been.

Score: 3/5

Writer/Artist: John Byrne

Colorist: Loenard O’Grady

Publisher: IDW Publishing

Price: $3.99

Release Date: 4/24/13

Injustice Gets It's First Character DLC -- Get Excited

 

Injustice: Gods Amoung Us was released last week to pretty great reviews (no doubt many of you comicphiles have your pizza roll stained hands on it as I type) and already were getting a DLC character. Now as a lover of games I know what you may be saying,"The damn thing just came out, and already theyre peddling downloadable content? Those greedy greedy franchise owners." BUT FEAR NOT!

Although the marketing tactics here may be rather cheap, at least what were getting is really freakin awesome. Lobo! The crazy badass intersteller bounty hunter will be available for download... well... no ones said when yet. But rest assured! Lobo's larger than life (or at least the cosmos) persona is sure to come with an equally kickass move set. In a roster of pretty serious characters backed by a pretty serious story, Lobo is sure to be a welcome and fun addition to the line-up.

Via DC Comics

Review: Mind MGMT #10

Mr. Kindt you’ve done it again. There are two types of my Mind MGMT issues: one that is extremely good, but pisses you off because you can’t wait another month to read the next issue and then one that is so good that you want a month off to recover. This issue is the latter of the two. I think after this series is over my mind may in fact be mush or I secretly suspect that Kindt is brainwashing us all and figured out the exact number of issues it takes for total control to set in… thirty-six in case you were wondering. This issue is all about Duncan, who has been introduced in the series previously, but now explained at greater depths. The trick to reading this issue is that you need to read the liner notes before reading the page. Kindt actually pulls a tricky move and makes them the same color as the top notes which can make it easy to miss if you’re not paying attention. The liner notes are the thoughts that Duncan is picking up on and they actually build the scene differently if you read them first. There is also one hilarious thought of a celeb/P.I. reference that I particularly enjoyed and found to be delightful with its own multiple layers of meaning.

Duncan is a P.I. because he gets bored easily. He’s talking to a new client whose husband is cheating on her. He lays on the P.I. shtick as he takes the case and then heads to his favorite/routine bar to get into a fight. Time passes and the client’s husband arrives pissed off and barges into Duncan’s apartment. He sets the husband up so that he can be with his wife who he finds to be a bit unpredictable… which he likes. Soon though, their relationship becomes boring and predictable to him; so much so that he sets her up with a new man unbeknownst to her.

Mind MGMT #10 CoverOur band of ex-Mind MGMT employees and Meru attempt to find Duncan and it’s interesting because Lyme who is a total badass of the mind can’t get close to him. They lose him over and over even after learning his own predictable routine. Meru comes up with an idea to catch him by having them all stake out one of his usual places and Meru using a game of chance to give them all directions. It pays off as Lyme surprises Duncan by bumping into him.

This issue is just incredible. The opening was outstanding with the liner note thoughts feeding into the page and really giving the reader the same abilities as Duncan. That’s why I recommended reading that way because the intended purpose is insight. What an incredible reading experience. Meru’s role in this issue was huge and her idea in order to bump into Duncan was so clever and just an amazing scene in general.  Goosebumps draped my arm as I read the foot chase waiting for the outcome that I already knew was coming. Kindt’s formula was getting a bit routine as the last few issues had plenty of plot, but similar structures and formulas to the different issues. This issue started anew and it was great because of it.

Kindt’s style doesn’t change in this issue, but the coloring for the first half does. He relies on a lot of shading to give it a classic P.I. look and it genuinely changes the style of the story from the norm. I found the scenes to be striking and dramatic which also played against what the narration and liner notes were telling me. It was the perfect contradiction if you’re paying attention.

I’m very excited about the next issue, but I need time. If you were to tease me with the outcome today I would mentally shut down from over excitement. This is by far one of the best single issues of the entire series and I will not soon forget it. Kindt has raised the bar for himself and the next issue looks to be even better. If you’ve missed out on this series then start with the trade or better yet the hardcover and get caught up. Trust me when I say this, this is one of the best comics on the market… and no I’m not brainwashed… yet.

Score: 10/5 (Broke the scale it’s that good)

Writer/Artist/Creator: Matt Kindt Publisher: Dark Horse Comics Price: $3.99 Release Date: 4/24/13

Review: Invincible #102

Written by Guest Contributor: Jordan North

Invincible had me conflicted at first. I had heard good things and was excited to jump in to the back issues I got ahold of leading up to the issue I was reviewing. I had read about an emotional storyline with hard hitting and realistic violence where real (and real bad) stuff happened to the characters and I was expecting to be roped right in. I dived in eagerly annnnnd, I felt meh. The first few issues looked like a composite of the kind of thing I’d seen in superhero comics since I started reading them, brightly costumed heroes, chintzy names like Dinosaurus and Bulletproof and cliché sci-fi topics like interstellar love affairs and species obliterating plagues. It was exciting and well done, but I felt like I’d seen it all before. It felt like a B-hero book where occasionally a guy gets his eyeball punched out... and then I kept reading.

Invincible does something interesting and if you don’t look hard or long enough you may miss it. It’s a book that takes many familiar ideas and injects heart into them, takes extra, small steps to make all of the characters “human”, and the violence? Far from a gimmick, once you get to learn these characters and exist in the universe it does send a message... Heroics are a brutal goddamn business. Spoilers Ahead!

It’s weird, the more I read the more I kept going back to Pixar`s The Incredibles. That movie wasn’t just taking pages from the playbook, it WAS the playbook, but the heart and humanity behind the characters took what could’ve been a bunch of lame hero gags and made the material into one of the greatest superhero flicks of all time- and that’s just what Invincible does. Try to read a few issues and then not get upset when Allen has to beat up Nolan or fell for Invincible when he`s “killed” by Dinosaurus. Speaking of the violence, once you get a feel for the characters it feels almost sick to see. Imagine if in the last fight scene in Pixar`s film when Mr. Incredible gets flung around by the robot if you could hear his bones cracking, watch him spit up blood, all in front of his family... that’s how dark and desperate the bloodshed in this book can feel if you really invest in it. I’ve never seen anything quite like it.

This issue was nearly entirely centered on a knock-down drag-out fight between the dictator-like Virtramite leader General Kregg and Nolan Grayson, unknowing heir to the Virtramite seat of power. The opening scene felt particularly crushing as Nolan and his wife had just resolved to make the best out of his exile to the moon and he had repented for his past mistakes. Then, just as he and his wife were off to make the best of a bad situation (wink wink. No seriously, these two are boning down every other page.) Kregg crashes is and starts teeing off, nearly killing Deb Grayson in the process. It’s a total dick move.

The battle is brutal. Nolan, who we’ve just really come to understand is a standup guy gets brutalized in a one sided fight that ends with him losing his eye (Kregg literally punches it out of his face). It’s cool to see him still fighting back against impossible odds though and firmly places the once morally grey demi-god as a force to root for. We finally get the big picture flashback-style of the deal with The Scourge virus and the history of the Virtamites during the time of the plague and where Nolan Grayson and his family fit into it all. It’s well done and appropriately carnage strewn, we see why it is the people in this universe truly fear the Virtamites and see them earn their title as a “warrior race”. If they treat each other this way, how the hell would they deal with their enemies?

Ultimately Nolan is saved in a long-time-coming scene where the other V-mites basically tell the good general they’re tired of his shit. Just like that, Nolan Grayson, the former earth-hero Omni-man is made leader of what is left of the most powerful race in the galaxy. It’s an awesome moment and really powerful if you’ve kept up with everything leading up to it. The Virtamite mini-coup was particularly badass as the newly Earth-schooled in compassion warriors usurp their psychotic leader with a reflection on their glory days and their departed former leader, “it was never Argal`s strength we followed, it was his wisdom!”

The issue doesn’t cover too much, but that’s okay as it`s really best it focus on the fight and cementing Nolan in his new spot as leader (giving a particularly badass peace speech decked out in Macklemore level fur). I wasn’t disappointed. We also get to see Invincible himself deal with his father`s new position a bit which is fun and understandable considering. How would you feel if your dad suddenly became the most powerful man in the universe? And watch him awkwardly pop the question to Grace at the end (squee!).

This issue is compact, intense and hard hitting, soaked in blood and big moments. It’s a simple but effective issue with weighty plot developments paired with Ryan Ottley`s simple, but always cinematic art. This is a good issue of a good series of comic books that I’m eagerly planning to follow from here on out.

Score: 5/5

Writer: Robert Kirkman

Artists: Ryan Ottley

Inker: Cliff Rathburn

Publisher: Skybound and Image Comics

Price: $2.99

Release Date: 4/24/13

Review: The Manhattan Projects #11

“Everyone loved Harry Daghlian,” we are told somewhere near the beginning of Manhattan Projects #11, and within those four words lies the focus of this issue; a renewed commitment to the in-depth characterization that has been a hallmark of this already-classic series. In layman’s terms, what I’m trying to say here is that this book continues to be what is known in the business as “fucking great.” Not to hit you with too much industry-speak or anything.

As one of the forefathers of The Manhattan Projects, Harry Daghlian (who, in real life, actually died after accidentally exposing himself to radiation during the Manhattan Project) is at the focus of this issue, as is the origin of his best friendship forever, with Enrico Fermi, who of course enjoys his own infamy within the historic nuclear age.

This relationship between an eviscerated, irradiated skeleton and someone who promises to be not quite human, manages to be both spirited and endearing. Its deeply-addictive, severe-yet-wacky writing style is flavored with an artistic tone that uses almost surgical colors to leave a singular, emotive impression that is nothing short of indelible.

It comes as absolutely zero surprise that this book was recently nominated for an Eisner Award for Best Continuing Series, as well as a Best Writer nod for the inimitable Jonathan Hickman. However, both Nick Pitarra and Jordie Bellaire’s being left out of individual Eisner noms for their artistic contributions to comics in general, via this book specifically, is ludicrous.

In any event, while this issue explores the story of how Daghlian became organ-bereft and fleshless, it also charts a new, yet characteristically sweeping and strange course for the series. In victory, it seems, The Manhattan Projects are no less aggressive. The cannibalistically schizophrenic Dr. Joseph Oppenheimer expands on his fellow mad scientists’ schemes involving “rockets,” by laying out his three-pronged plot; first to implement a robust space program (Project: Ares), followed by an organized effort to lengthen and improve the human lifespan (Gaia) and finally, a rich and dark ploy to control all energy on Earth (Vulcan).

Oh wait, did I say three-pronged? Cause I meant four, since one of Oppenheimer’s otherwise unseen personalities winks at a hidden project called Charon, whose name (inspired as it is by the mythological ferryman of death) implies further zany fun for our outlandish cast of characters.

Goddammit, this book is good. Hickman’s writing is at once poetic, natural and non sequitur, while Pitarra’s art manages to somehow perfect the combination of intricate and dynamic storytelling, often by showing his range of style on the page. In one scene, for example, he shows Daghlian being ripped apart by the atom, while just beneath this visually visceral dissection, he shows, simple and still, an implement in Daghlian’s ill-fated project, as it quietly sits, stained in the crimson afterbirth of nuclear fire.

Have I already said “Goddammit, this book is good”? Because it is, and that bears almost immediate and often repeating. I’m probably preaching to the choir when it comes to this review of issue #11, but in case you’ve stumbled across this article because, I dunno, you got excited looking for a review of issue #1 and accidentally double-tapped that “1” key, or something, know that your shaky excitement is justified ... unless you have Parkinson’s, which you might want to get checked out.

In all seriousness, The Manhattan Projects continues to be the best thing in comics right now, and more than deserves the industry and comicdom’s accolades, not to mention your undivided attention.

Score: 5/5

Writer: Jonathan Hickman

Artist: Nick Pitarra

Colors: Jordie Bellaire

Publisher: Image Comics

Price: $3.50

Release Date: 4/24/13

Review: The Mighty Skullkickers #1

Listen… somebody went through a lot of trouble to solicit this as a brand new issue so I’m calling it The Mighty Skullkickers #1 instead of Skullkickers #21 which is what it actually is. That’s right the funniest comic book on the market returns with part three and the third number one issue of “Eighty Eyes on an Evil Island.” Also did you know that you can sample Skullkickers for free on Keenspot? I’m supposed to tell friends according to the inside cover and since you’re reading this I consider you a friend. Check it out is all I’m saying, now on with the review.

Baldy or whatever the fuck his name is, in the pool of reflection about to get snuffed out by… himself! At the last possible moment he dodges the blast and the two Baldy’s begin shooting at each other. After some dialog is exchanged and some decent gun play, one of them wins. I can only assume that it was the proper Baldy because they didn’t pull a Street Fighter and slightly darken the clothes on one of them. The outcome of the fight is that Baldy has double guns baby!

Baldy walks out of the cave and is greeted as a new ape. He tells Kusia that it’s her turn to go, but the leader ape says she doesn’t have to because she’s an elf. Afterwards the apes celebrate and Rex gets them worked up and trusting him so that he can convince them to help them kill the Thool on the island. He gives a great speech and the apes agree to join him.

The next morning the Dwarf lands ashore and pukes out the contents of his stomach which are quite colorful. He smells Dwarven Ale somehow and begins heading in the direction of the Ale. Meanwhile Rex and the Apes make their way to the Curse Place where they are forbidden to go. As the ape leader narrates the dangers waiting for them we see the Dwarf rushing through each trap and surviving due to his new undead status.

Not a lot happened in this issue. It just kind of hung out and made jokes with a ton of visual gags, but the overall plot didn’t move forward. It felt like reaching the end of a board game and waiting for the right die roll to get to the finish which will be the next issue. Even still, I enjoyed the hell out of this issue. Missing is the creative set up and multiple panel splits of the first issue in the storyline, but this one had several funny or cool moments of its own. Rex has double magical awesome guns now it’s like the perfect cheat in the system or a memory card glitch that allows you to keep an item after selling it.

The Dwarf scares me… he looked really jacked up in this issue with his glowing red eyes and greyish skin, but I still enjoyed the art. It’s amazing how great this series looks and it’s definitely a reason for me to come back to it month after month. Also the art reference at the end was awesome! It’s very cool to see that Huang really only needs a model and isn’t gender specific like other artists are. It’s cool stuff to check out if you skipped over it.

I really have a strong new appreciation for this series and absolutely love the continuing usage of brand new #1 issues for each chapter. In case you’re tired of it, it’s continuing after this arc for at least another issue so get used to it. I would like some assurance that the series is continuing and it doesn’t need to be numbering, but currently the series doesn’t solicit past June and I’m really anxious to continue with what’s become one of my favorite series of the year. In order to do that though, everyone else has to buy two copies each… GET ON IT!

Score: 4/5

Writer: Jim Zub

Artist: Edwin Huang

Publisher: Image Comics

Price: $3.50

Release Date: 4/24/13

Review: Haunted Horror #4

Reprinting obscure Golden Age horror, the Haunted Horror series brings some of the oddest stories and art back to today’s comic book stores. 

“Goodbye… World”, opens the issue with an outstanding illustration of three ghastly harpies sitting atop a gallows perched on top of the world and housing a hanged man and woman.  The story from 1953 capitalizes on the atomic scare so prevalent in cinema and culture.  Check the artwork on this short yarn to savor the depiction of the Greek Mythology monsters.

1952’s “The Devil Puppet” uses the Frankenstein’s monster motif to tell the tale of a puppeteer who creates a nasty little addition to his show.  Pinocchio this is not!

“Love from a Plant” gives the Pygmalion/Little Shop of Horrors spin on a horticulturist whose wife is a scold.  When the man grows a loving and defensive plant, the horror begins.

For the Faust influence, check into “The Man Who Beat the Devil” to get a hair-raising tale about a diabolical deal.

Looking like a William Castle creature, “The Groping Ghost” follows a vengeful spirit in a tale of revenge.

“Rider in the Storm” does the haunted hitchhiking woman story in only one page.

Finally, “Terror on TV!” follows a family viewing a monster outbreak courtesy of their television.

Face it; these stories are about as scary as a penguin.  The main reason to check out the book would be the artwork.  The nostalgic draw does play into it, too.  If you do enjoy horror books, you will get a kick from these collections.  If not, then there won’t be a huge draw to get you to turn these pages.

Score: 3/5

Writers: Various

Artists: Various

Publisher: Yoe Comics and IDW Publishing

Price: $3.99

Release Date: 4/24/13

Review: B.P.R.D. – Vampire #2

Written by Guest Contributor: Jordan North

B.P.R.D: Vampire #2 picks up right where the first issue left off, with agent Simon Anders and the Professor sitting down and trying to make the decision of where the agent can go to most efficiently kick the most vampire asses. That place ends up being a creepy little Czech town named Zesky Krumlov that takes a page out of the Wickerman's book by fusing an all-woman population with an almost laughably foreboding atmosphere. But I guess that’s appropriate considering an undead Count by the name of Wilhelm von... You pick: Rosenberg, Eggenberg, Schwarzenberg, has been around awhile so he’s had to change names a lot; apparently several generations of life don’t do much for your creativity.

He put a blood curse on the place... or something. I did enjoy the bit about the guys several different, yet very similar names, it shows that these comics have a sense of humor behind all the brooding and darkness, even if they don’t come right out and say it. It’s nice. Strange things are happening in Zesky and Anders is on top of it, with the help of the homily dressed but classically beautiful museum worker Hana Novarov. He’s going to get to the bottom of the flashbacks that torture him and the serpent goddess behind it all (the man’s going to need a damn good plan.)

Simon gets his tipoff when a creepy old gypsy woman drops a handful of the counts rings into his hand and kick up some more flashbacks that lead him down to the same riverbank we see the bodies floating down in the first issue. It’s neat to see the shots of the same place from the first issue juxtaposed with what it was to become, here, on the bank in the day. The sans-dead bodies river is a much more tranquil place, though still creepy. The couple is led along by a disembodied voice that were led to believe is the late count`s long departed wife to a vampire ruin. Our hero embraces the risk enthusiastically, “Isn’t this dangerous?” Hana questions, to which Anders responds, “You wanted to have an adventure didn’t you?” he should have erred on the side of caution, as the issue ends with the pair falling into the bottom of a spooky old ancient cavern. Oh Agent Anders you brash bastard.

Even though not much happens in this issue much like the first- I anticipate it’s just a slow moving series, I don’t knock it. Mike Mignola and his artists Gabriel Ba and Fabio moon expertly build tension and an ominous atmosphere both through dialogue that is smart and savory and gives you a bunch to munch on the trademark Mignola style art that I enjoy so much. Seriously it’s like a comic strip shacked up with a water color.

The book manages to tease me with just enough content and well written dialogue laced with intrigue to make me curious and the artwork makes certain ill return (to quote Django Unchained's Mr. Candy, “You had my interest, now you have my attention”)

So far these comics have been a nice meaty stew of dialogue, faux history and folklore, spiced up with excellent coloring and illustrations. I’m intrigued, I’m excited, and I’m looking forward to more from Mr. Mignola and his gang.

Score: 5/5

Writers: Mike Mignola, Gabriel Ba and Fabio Moon

Artists: Gabriel Ba and Fabio Moon

Publisher: Dark Horse Comics

Price: $3.50

Release Date: 4/24/13

Group Review: Jupiter’s Legacy #1

Welcome to the first of two group reviews this week. If you're unfamiliar with our previous group reviews, its where the different writers of Comic Bastards weigh in on a comic and score it with a Buy, Borrow or Pass. We'll leave the synopsis to Image.

From Image: The comic-book event of 2013 finally arrives as superstar creators MARK MILLAR and FRANK QUITELY give us the superhero epic that all future comics will be measured by. The world's greatest heroes have grown old and their legacy is a poisonous one to the children who will never live up to their remarkable parents. Unmissable.

Samantha: Buy

Expectations from parents… tough to live up too. Expectations from superhero parents… might as well become a villain. Jupiter’s Legacy gives us a look into superheroes if they were living in our time. It is a great example of how 20 year old superheroes would become celebrities trying to throw money at charities instead of doing actual work for a good cause. The children superheroes are lazy, drug addicts, and are SO over the whole saving the planet idea. This leads to their parents doing all the work and leading to disappointment throughout the whole clan. This review is making the comic sound like a soap opera but believe me the drama is a good read and will only lead to some dynamic characters with an up-to-date twist on superheroes.  This comic could be titled Incredibles 2.

Steve : Buy

I love how Quitely’s art (of which I, with probably everyone else, have been a huge fan for a while now) begins by giving the feeling of an Indiana Jones story, seasoned with elements of everything from Captain Marvel to King Kong. It then shifts, quickly but not jarringly, into something closer to Kingdom Come, or like a grown-up Incredibles, and I like how Millar has structured the self-destructive, detached and hedonistic ways of the next generation of heroes, not as outright villains, but rather slacktivists and posers. The fight scene between the now older brigade of mysteriously power-enhanced superheroes and a villain named Blackstar is both disturbing and telling, as is its aftermath and the discussion that arises between the heroes regarding the right vs. the responsibility of ruling America. I personally think that, while it comes across as a bit well-worn and preachy at points, Mark Millar’s proficiency here is at the upswing. When combined with Quitely’s aforementioned ability to draw the absolute shit out of comic books, I give this book a very strong buy. I really do believe that this is the first in what I think will prove to be a series well worth its long awaited arrival on the stands.

Sergio: Borrow

Jupiter's legacy was a title that I had been looking forward to but found myself wanting to like it more that I actually liked it. There was a lot of story packed into just 22 pages and gave me a feeling that everything about it had been rushed. I'm curious to see how the three conflicts that were introduced will pan out in a few issues once the title gets in its stride. Brandon being an egotistical prick whose bored with being a super hero, Sheldon and Walter's conflict about how super heroes should act and what they should defend is going to be interesting although it felt very Professor X vs. Magneto, and Chloe's addiction to fame, amongst other things, would all make for amazing stories just not all at once as they were presented here, but what do I know? I'm sure Millar had a reason for setting it up the way that he did.

Frank Quitely's art was my favorite attribute to this issue. Along with Peter Doherty's colors, I felt that it gave the story a very realistic look and feel which was perfect seeing as how the main plot takes place in present time.

Overall I'm going to stick it out for a few more issues and not give up on Jupiter's Legacy right away. Over the next few issues I'm sure that my "borrow" will upgrade to a "buy" once a little more back story is given and the story isn't so cluttered.

Ed: Buy

When two megastar names like Mark Millar and Frank Quitely are attached to a brand new creator owned project you needn’t say anything more to generate hype and, regardless of whatever you think of their past work, such a team up demands attention. Can Jupiter’s Legacy possibly live up to that kind of hype? On the evidence of this issue, I would say yes.

Millar has avoided the purposeless courting of controversy that’s become cliché for his work in recent years and focused on scripting a comic that’s more cerebral than sensationalist, though there’s still a helping of the brutality we’ve all come to expect from him. With allusions to the financial crises of the twentieth and twenty-first centuries and its intention to explore some worthy ideas openly declared in the first eleven pages, this has the feel of a timely and intriguing series.

Quitely’s art is as beautiful as ever with his intense, crinkly line as well as his mastery of anatomy and perspective in full effect. While Quitely is clearly relishing the deadline-free working conditions that a creator owned project allows, we can only hope that he’s drawn enough pages in advance to keep the comic ticking over at a fairly regular basis, given his history of delays on past projects.

It would be very easy to get carried away and praise Jupiter’s Legacy #1 to the high heavens but after the disappointment I’ve experienced with some previous Millar projects that got off to a good start I would advise readers to keep their expectations in check. That said, if the remainder of the series is half as good as this first issue promises it to be then it will still be better than most of the other superhero stories on the shelves.

Dustin: Pass

I’m giving this a pass because I really think it’s just for fans of Mark Millar or for people that have never read Millar’s work previously. I’ve had the blinders off on his work for a while now and they all have the same general vibe, which is “the world is shitty and I’m going to add that realism to your comic books.” It was fun with things like Ultimate X-Men and Wanted, but now it’s grown tiresome.

At its core this is Millar’s take on the superhero world after they went grim and dark. The golden age has disappeared and now a new generation has taken over. It really came across more as a metaphor for the entire comic industry, which could have been cool if he hadn’t added his typical creative flair to it. Also the dialog could have been toned down. As Millar develops as a writer he continues to lean more towards the Chris Claremont school of thought in which everyone talks way too much.

Quietly’s art is great, but I don’t know if I’m really curious enough about this issue to come back for the second issue.

Connor: Buy

This book ventures away from what Mark Millar normally writes. There isn't the violence and the foul language, probably why it’s an Image title and not Millarworld. The story is quite simple: what should heroes do to help the world. I do worry it may get all social commentary, they can easily go wrong.

Frank Quitely took care of art, he gives uncanny detail to hair and rumples in clothes but it all does look quite nice. This has done what an issue one should do, pique my interest in that I want to know what will happen next. Give it a go, it's different Millar (although you can tell it’s him), I hope he can pull it off.

Well there you have it; even though it seems to be a mixed bag, the "buys" have it.

Writer: Mark Millar

Artist: Frank Quitely

Publisher: Image Comics

Price: $2.99

Release Date: 4/24/13

Review: Clone #6

Via reviewer Sergio Porras

Every week I look forward to going to my local comic shop and picking up my weekly pull. This week is no different, except of the 21 issues that I will be picking up, Clone #6 stands out above them all. Granted, I'm writing this review and have read the issue before it’s graced the racks of comic shops everywhere, but that’s how awesome this issue and the whole fucking series for that matter, really is. I'm that stocked to buy the physical copy just so I can read it a third time.

The issue starts off with a chase that leaves Luke fenced in and surrounded by a dozen or so clones aiming assault rifles at him while his father explains to him that he can’t leave because Luke has been revealed as the alpha original and is not one of the clones. Although he is the original, Luke has no interest in sticking around to let his father run any of the tests for a DNA study, Luke is more focused on finding his wife and newborn child now more than ever. In other news, a report of Vice President Charles breaking with his political party to vote against the ban of embryonic stem cells has emerged all over mainstream media. Secretary douche bag, I mean Davis, has sent his people in to kill the Vice President’s daughter, but Sanah has already beat Davis’s team of doctors to her and has taken her into protection, but not before a full on doctor beat down. When Davis gets word that they were unsuccessful in taking the Vice President’s daughter out he tells them to stand down and do nothing to fix the situation because he has someone new, a ruthless and young clone of Luke.

Back at the compound Luke is trying to escape once again. This time Jennifer is there but she has no intention of stopping him. Instead, she helps Luke by giving him the directions to a truck stop diner where she has arranged for him to meet someone who works for the cloning program and has information on where they’re transporting his wife and newborn daughter. Taking any lead he can, Luke travels to the diner but little does he know that Davis’s secret weapon has already taken Jennifer’s contact hostage and is en route to the diner to meet with Luke.

Getting lost in Juan Jose Ryp’s art is very easy to do. The amount of detail that goes into each panel on every page is captivating. It took me about 35 minutes to get through the issue because I found myself examining each page multiple times so I could really appreciate the art of the book. Without ruining too much, there is a page with a shootout scene where Ryp’s attention to detail stands out as you see bottles breaking, glass flying everywhere, and my personal favorite effect of the bullet trajectory.

Although Clone #1 sold out and went into a second printing, the series has probably seen its numbers drop a bit because you can walk in to just about any comic shop and find back issues for issues 2-5. With that being said, make sure you pick up these issues because the epic cliffhanger that wraps this issue up is going to set up one hell of a story for issue #7 and on.

Score: 5/5

Writer: David Schulner

Artist: Juan Jose Ryp

Publisher: Skybound and Image Comics

Price: $2.99

Release Date: 4/24/2013

Review: Kill Shakespeare: The Tide of Blood #3

You have got to be on top of your Shakespeare in order to get all the elements of this comic. Literally you need to passionately kiss him and move your way to the bedroom. I feel like Shakespeare would have been like Beyonce: while having sex she listens to her own music. Seriously. Shakespeare would have wanted the audio book of his plays in the background while he got down and dirty. I just know it.

This comic is amazingly awesome. If you love Shakespeare and his characters then you will love this comic. I haven’t read the previous the Kill Shakespeare comics but I soon will. In case you are like me then just start right now on the newest volume of this series. Romeo, Othello, Juliet, and Hamlet (my personal favorite) are on a quest to find William Shakespeare. Shakespeare is their God and they follow his word to the end. Who are the villains? Lady Macbeth, also known as the most badass woman who has ever graced the pages of a book. 

Hamlet and Othello’s story line picks up where it left off. They have been captured by Lady Macbeth. She disguised herself as Miranda in order to draw Shakespeare’s creations to the magical island of Prospero. Romeo has no idea what is going on. He is so elated after sleeping with Juliet, his former true love. She has been going with Hamlet up until last issue. Romeo wakes up and swears to protect his love forever and never to lose her again. Juliet wakes and doesn’t remember a thing. She acts like a typical drunk girl and blames it on the water she drank from the island, which is true. The water does contain spells. Juliet’s heart belongs to Hamlet and Romeo only accepts this in order to be close with Juliet. Now, they are on the hunt to find Hamlet and Othello. Lady Macbeth has come back to the island to see how her teacher, Prospero is doing and to grant him Shakespeare’s power of creation if they defeat him. Prospero is more powerful in this comic than in the play. I pictured him as a little pansy. Instead he holds so much magic even Lady Macbeth is scared of this dude. Miranda is exactly like her character from the plays; she is weak and does whatever father says.

The comic truly starts with Feste sitting in a bar. Shakespeare is performing at the bar as a comedian. He has done a 180. Who better to remind Shakespeare of the fouls in life than Feste? Shakespeare has been avoiding his responsibilities with trying to think happy thoughts and Feste pretty much reminds him that life sucks but deal with it and certainly don’t avoid it. Old Will is off to find his creations in order to save them. Prospero and Lady Macbeth now plan out their fight against Shakespeare.

I love how raw the pictures are in this comic. It draws me into the play and I can’t stop thinking I should drink poison or stab myself with a dagger in order to fit in. I can’t wait for the big fight scene.  I love Shakespeare and I am wondering why it took me so long to pick up this comic. So don’t miss out on this newest installment.

Score: 4/5

Writers: Conor McCreery and Anthony Del Col

Artist: Andy Belanger

Publisher: IDW Publishing

Price: $3.99

Release Date: 4/24/13

Review: The Answer! #4

And lo, does this, the fourth issue of Dark Horse’s superhero title, The Answer!, end the series. Or does it? “Well,” he said, using his best, non-regional newsreader diction, “The Answer! may surprise you!”

I’ve really been enjoying this book so far, in my past reviews remarking on how it’s been nice to be so mysteriously strung along in a convoluted, ever-emerging plot. That continues in the finale of what will prove to be simply the first arc of a greater story, something which very much excites me.

Returning protagonist and mild-mannered librarian, Devin McKenzie, goes further down the rabbit hole of this, her suddenly insane, superhero-filled, clandestine intelligencia bureau-rife, magic-peppered life. She does this by discovering that the so-called asylum beneath the already secret headquarters of her new employer, the Brain Trust, houses one particularly cuh-razy patient, who is actually the institute's director.

Through wild eyes, thinning hair and down the barrel of a handgun, he calls Devin “the key to a dazzling new age.” Whatever, guy, my mom told me the exact same thing. She also said that I’m “quite a catch,” so look out, ladies!

Anyway, this perturbed little prophet’s postulations soon prove at least possible when enters the previously missing Chip Carney, soul-patched wonder of New Wave philosophy and leader of the Scientology-esque Apeiron movement.

I’ve gotta give D-vine some serious cred here; she handles the meeting much better than I ever would. Seriously, if anyone ever said to me, “Call me Chip,” instead of echoing Devin’s “Okay, Chip,” I’d just say, “No.” And here, that rudeness would have saved me well, whereas Devin, contrariwise, falls prey to his devilish machinations, which involve some interesting psychotherapy, including mental images of a sea serpent and a giant squid.

Now, here, I do think that Hopeless and Norton missed a beat. There wasn’t even a mention of tentacle porn, which is frankly pretty goddamn unacceptable. Still, to mix the already stir-fried metaphors used by Chip even further, what he is trying to say is that Devin has only seen the tip of the iceberg when it comes to what is behind The Brain Trust. This, of course, establishes all-but certain further misadventure and daredevilry for our heroes in the future.

Issue four goes on by brushing us alongside enlightenment to what the hell is going on, rather than providing definitive answers, and I’ll try to follow suit with this review. The cliff notes is that we get a further peek into the childhood of Devin, specifically a rather more dramatic class trip to a museum, where she inadvertently may have ripped open the fabric of reality after decoding an almost 3,000 year old puzzle in a magical book. That’s exactly why you pay attention to those little signs that say “Do Not Touch.” Rules, you guys. Follow them.

With this rift once again setting to let rip, Devin is saved by another mystery man from her past: a dude named Jay, who was also there when lil’ Devin kicked the inter-dimensional hornet’s nest, but in a very different capacity. Seemingly working with The Answer!, Jay intends to guide Devin through the increasingly sticky, magical quagmire, of which she is currently, firmly stuck in the middle.

This issue ends exemplifying how the entire series has, thus far, been - with a huge blast. The dialogue within The Answer! continues to be witty, fun, quick and as catchy as the fantastically classic art and story itself are action-packed. Each character speaks with his or own distinctive voice, apart from perhaps, the titular hero, who here seems more severe than in the preceding two issues, where he came across as a more measured Deadpool. Although, he does show flashes of the latter in the big boss battle at the end, and I’m sure his jumps in character are plot driven rather than an oversight.

Even though this is #4 of 4, don’t come round here looking for tight resolutions. I have to admit, I was a bit bummed that Hopeless and Norton didn’t give us a bit more garnish on this four-course meal, in terms of deeper hints to the mysteries they’ve been building, but something tells me that’s just going to make me enjoy the overall flavor of this title in the future. And it does succeed in further whetting my appetite for more Answers!

Score: 4/5

Writers: Dennis Hopeless & Mike Norton

Artist: Mike Norton

Colorist: Mark Englert

Publisher: Dark Horse Comics

Price: $3.99

Release Date: 4/24/13

Review: Vampires – The Eternal #1

Zenescope’s Unleashed crossover began this week and Vampires: The Eternal is one of the connecting mini-series to the overall story. While Samantha covered the main Unleashed series, I only had time to check out the Vampires issue so I’m not 100% in the loop on the overall crossover. I did however enjoy this series even if it mostly served as an introduction to the Vamps associated with the Grimm Fairy Tale universe.

The opening is a bit strange as a woman is running from a guy chasing her. He shows his Vampire teeth and says some threatening yet very Anne Rice inspired dialog before catching up with the woman. He takes her to the ground and the two begin laughing and kissing. After a moment it’s revealed that he is in fact a vampire and that the two are in love. Around this time our Vamp from the cover arrives and cuts the man’s head off. The woman screams that he wasn’t going to hurt her, which is exactly why the other Vamp killed him. This is our first introduction to Samira who is attempting to unite the Vampires under her leadership.

The story back tracks to 1348 to a young Samira. It’s the height of the Black Death and her mother has just passed. Even though she is sick and likely dying as well, Samira heads out to the streets to call for the removal of her mother’s body. There she unknowingly meets five vampires strolling through town. One of them becomes fascinated with Samira and well you can guess the rest of that part of the story.

There’s a lot going on in this issue, but at the same time not a lot happened. It was a pretty standard introductory/origin story issue, but it wasn’t bad. We’re shown the new and old Samira and it’s easy to spot the differences in personality and beliefs. Since I’m unfamiliar with her character I don’t know what brought about the change in her, but I’m curious to find out. I’m definitely going to read the Unleashed issue because of this issue so it was successful in that regard as well.

I’m tired of new takes on the Vampire look, over the past few years it’s become incredibly annoying. Thankfully the Vamps design in this series were more of the classic Vampire take, but there is either the addition of pointed ears or the possibility of different races of Vampires. Either one is cool with me. Otherwise the art was just good. There were a lot of missed opportunities in the backgrounds of panels which resulted in emptiness filled in with one color gradient. It did however come through when the story needed it to and especially with the character design.

I think this is a successful tie-in. Mostly because it didn’t come across as a cheap tie-in and had a full and rich reading experience. The backup story on the other hand did feel forced, but it was more bonus than anything else. I’m still feeling out which tie-in series will be for me, but if there all as strong as this issue then it’s probably a safe bet that I’ll check them all out. If you picked up Unleashed then I would say there’s no harm in grabbing this one either.

Score: 3/5

Writer: Pat Shand

Artist: Vittorio Garofoli

Publisher: Zenescope Entertainment

Price: $3.99

Release Date: 4/24/13

Review: Unleashed #1

Okay let me first say that any superhero who can wear glasses while in full battle adds to my list of insanely awesome people who wear glasses. Sela shows us how cool it can be to look like a nerd and also beat up on some vampires. Unleashed is another release apart of the Grimm Fairy Tales from Zenescope. The story started a little shaky for me. The Being, reminding me of Lord Zedd, has opened the Shadowlands. The Being is so powerful Zeus and his family has decided to stop him at once. The beginning happened so fast that I didn’t know how I would feel about the comic. It seemed wasted when we got to the real heroes. Sela, Belinda, and Van Helsing are the true stars that made me adorn this opening comic.

Samira is The Being’s second in command. She craves freedom and a place where she can live with no fear of the sun. The story still jumps around between all interesting characters. The story starts to come together and I can see the attraction to this Grimm comic. Sela and Shang met up in order to stop a wave of vampires on earth. The fight scene is short but dynamic and only makes me think that once the comic gets rolling these scenes will amplify into perfection. Van Helsing wears her Mad Hatter hat with pose. Who else can attach holsters to their fishnets? I will tell you, Van Helsing can. I am wondering why Kate Beckinsale hasn’t done this in one of her movies yet…?

The two chicks run into The Being while fighting. He clearly holds a lot of power and can’t be matched by just a single person. He asks Van Helsing what it was like to be left behind by Sela in the Shadowlands. This leads the reader to a footnote telling us to pick up the new issue that explains this story. The teaser was well placed and will make any reader want to pick that issue up. Belinda has to come save the girls. The Being even mentions to Samira how Belinda has great strength. He then deflects the idea of her ever taking him on though. Clearly he is underestimating the power of her. We jump to the realm of the Keepers. One of them is scared because she cannot see into earth and fears there is a power that will eventually control all.

The Being has strong potential to be a great bad guy. For me most times the story works when the villain scares us. If the fear is real the story is better. I saw some sparks of magic in him, so I will keep reading this series to find if he lives up my expectations. If not I will take more Sela in her Clark Kent glasses and will still be satisfied.

Score: 3/5

Writer: Pat Shand

Artists: Carlos Paul, Jacob Bear and Miguel Mendonca

Publisher: Zenescope Entertainment

Price: $3.99

Release Date: 4/24/13

Review: The Creep (Hardcover)

Review By: Connor Russell

This was a series I was never too sure whether I wanted to read it or not. I mean the covers all looked pretty awesome; my favorite is probably the one for issue two by Mike Mignola. I've never really read any detective driven stories before but for me, this hasn't sold the genre to me.

The story? There is a detective by the name of Oxel, and he has a condition known as acromegaly. Basically a growth defect where your body can just continue to grow (so he has a huge jaw). He is contacted by his high school sweetheart to help investigate the suicide of her son as she believes it was suspicious. The rest of the series follows Oxel as he tries to piece it all together while struggling with some of his inner demons.

The series was written by John Arcudi (Major Bummer), someone whose work I had never read before. The pacing was well done and the story was alright but I feel the main place where this story failed was with the characters. They annoyed me and I didn't feel connected to any of them. Oxel, the main character, I felt nothing for him or his struggles. I don't know if his physical condition was meant to drive anything but to me it kind of felt slapped on. All major characters came across as very two dimensional to me. So I was disappointed with that.

Art was tackled by Jonathan Case (Green River Killer). Describing art is something I always find hard to do. It is a cartoon, almost retro style, akin to that of Mike Allred. I don't mind that style sometimes but the art just fell flat with me.

As I said at the beginning I wasn't sure about reading this series and I went in with no expectations. But to me this series fell with pretty much all of it. The story wasn't that great and the resolution, the “solve” of the mystery was meant to be tragic but having read five issues with lacking characters, I felt nothing. Nothing to me stood out. Before, I mentioned how the acromegaly felt slapped on, maybe if there was a second series that delved a little more into this and its effects on the protagonist, I may be a little more invested.

Look I'm not going to say don't buy it, this series could be right up your ally. But this is my opinion, take it as you like.

Score: 2/5

Writer: John Arcudi

Artist: Jonathan Case

Publisher: Dark Horse Comics

Price: $19.99

Release Date: 4/24/13